So here’s the example https://youtu.be/uT2drw7r61w?si=aRSDQXf4I0DxjutI in this you can see how led have an animation, How can I achieve this?
Glow material with a mask, input variable that could be animated. Since what you require is linear it shouldn’t be too difficult. You can animate UV offset/percent of masking. Note it would be best to make sure your UV is linear/not stretched so you can accurately change your animation curve to suit.
Have a look at the bottom of the page for the guide on a custom glow node material.
https://doc.babylonjs.com/features/featuresDeepDive/mesh/glowLayer
One of the simplest examples with animated texture offset - https://playground.babylonjs.com/#YCY2IL#1935
One may find more snippets searching the forum for “animate UV” or “animate texture”.
I thought only one can do this by shaders, attaching a mesh on which i want to mimic this.
MEsh.zip (12.7 KB)
is it still possible to do this via your method?
Could use your some help @sebavan
Can i similarly move the glow layer? also
You simply need to have some emissive areas in your glb.
An emissive material is enough to activate the glow layer.
Ive done a lot of glow effects and animation lately. As stated above, you just need to have something emissive.
If you want stuff to move/blink like above take a look at this helper function. For the target you can pass in anything eg: yourmaterial.emissive or another you want . Its a super cool little helper.
https://doc.babylonjs.com/typedoc/classes/BABYLON.Animation#CreateAndStartAnimation
https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations
Thank you guys, here’s the playground https://playground.babylonjs.com/#YCY2IL#1981
In rectangle plane it’s easy to know the the coordinates which need to be changed, so if a mesh is curved sometime i would be required to change wangle or might some combination, is there some easier way to do this?
w won t work here it is only for 3d textures.
i have some doubts how these texture offset and uscale,wang works. Right now i am doing hit and trial,
would be great if you could share some material for this or maybe a playground
It is all model dependent so nothing really shareable without the particular model and It heavily depends how it has been authored.
curved mesh does not mean curved UV alignment. Also , normally this is handled with more than one UV set. So the emissive/albedo color UV island would be axis aligned, probably using the full bound range of the X or Y - 0-1 , or 50% range 0-0.5( for easy repeat animation cycles ), and would probably have stretching , which doesnt matter because its filled with a flat color texture.
Any other channels using detailing would be using another UV set , that is not bound , axis aligned or stretched.
Then animating the texture simply requires translating the Axis aligned UV set along a single axis , like the x or y.